In a nutshell I basically agree with everything that Rodney says, here.
A few players in my group, including myself, were already negatively criticizing the pointless number-scaling in 4th Edition for quite awhile. After all if the characters gain bonuses at a set rate, and the monsters and skill DC's get increased at a set rate, then why have increases at all? Granted, it was not as bad as 3rd Edition, what with its various Base Attack Bonus and saving throw progressions, not to mention bucket-loads of bonus types, synergies, and potential for feat and/or magic item abuse, but I am still glad to see it all go.
It is because of this that I do not mind the game sort of going back to 3rd Edition's monster model, where ability scores and gear better informs what it can do; things like goblins and kobolds can remain a threat without having to tack on Hit Dice, class levels, or just ramping up the level, while things like ogres and owlbears can be encountered, tested, and run from without killing a character with a single lucky attack (the ogre in the playtest "only" dealt like, 2d4 + 4 damage). It will also be nice to be able to see what a monster is packing and make an accurate assessment as to what it can do.
The same thing goes for static skill DCs. 3rd Edition used this, but it was pretty easy to hit some DCs earlier than was expected (looking at you half-elf bard with a Diplomacy of 20+ at level 2). 4th Edition used a difficulty guideline to help you peg easy, medium, and hard challenges, but again it was pretty easy to get some insane numbers early on (most characters could get a +12 to +14 in a skill that they wanted to use with little effort). Next looks like a combination of 4th Edition's flat bonus and flexible application, and 3rd's static list. Curious to see how it all hashes out.
After two editions where magic items are assumed, skill bonuses tend to start at the +7 range or better, and everything automatically scaled in some fashion, I think that this is something that my players will need to take some getting used to. Overall I like this direction: ability scores have a greater impact overall, skills can be flexibly applied to more things, magic items will (ideally) feel more special, and NPCs can be useful without having absurd amounts of hit points, defenses, attack bonuses, and damage output.